/* sv_world.c - world query functions Copyright (C) 2008 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "server.h" #include "const.h" #include "pm_local.h" // more precision but doesn't matched with HL gameplay // g-cont. this is pretty generic solution for maps with different hull sizes // but in HL this got 'wrong' sizes for pushables :( //#define HULL_AUTOSELECT typedef struct moveclip_s { vec3_t boxmins, boxmaxs; // enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters const float *start, *end; trace_t trace; edict_t *passedict; int type; // move type int flags; // trace flags int hull; // -1 to let entity select hull qboolean isPoint; // true is indicates pointtrace } moveclip_t; static int sv_lastofs; // lightstyles code use this /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; /* =================== SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void SV_InitBoxHull( void ) { int i, side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for( i = 0; i < 6; i++ ) { box_clipnodes[i].planenum = i; side = i & 1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if( i != 5 ) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = CONTENTS_SOLID; box_planes[i].type = i>>1; box_planes[i].normal[i>>1] = 1; box_planes[i].signbits = 0; } } /* =================== SV_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t *SV_HullForBox( const vec3_t mins, const vec3_t maxs ) { box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } /* ================ SV_HullForEntity Returns a hull that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull. ================ */ hull_t *SV_HullForEntity( edict_t *ent, int hullNumber, vec3_t mins, vec3_t maxs, vec3_t offset ) { hull_t *hull; model_t *model; vec3_t hullmins, hullmaxs; vec3_t size; model = Mod_Handle( ent->v.modelindex ); // decide which clipping hull to use, based on the size if( model && ( ent->v.solid == SOLID_BSP || ent->v.skin == CONTENTS_LADDER )) { // explicit hulls in the BSP model if( ent->v.movetype != MOVETYPE_PUSH && ent->v.movetype != MOVETYPE_PUSHSTEP ) Host_Error( "SOLID_BSP without MOVETYPE_PUSH or MOVETYPE_PUSHSTEP\n" ); if( model->type != mod_brush ) Host_Error( "MOVETYPE_PUSH with a non bsp model\n" ); VectorSubtract( maxs, mins, size ); if( hullNumber == -1 ) { #ifdef HULL_AUTOSELECT float curdiff; float lastdiff = 999; int i; #ifdef RANDOM_HULL_NULLIZATION hullNumber = Com_RandomLong( 0, 0 ); #else hullNumber = 0; // assume we fail #endif // select the hull automatically for( i = 0; i < 4; i++ ) { curdiff = floor( VectorAvg( size )) - floor( VectorAvg( world.hull_sizes[i] )); curdiff = fabs( curdiff ); if( curdiff < lastdiff ) { hullNumber = i; lastdiff = curdiff; } } // TraceHull stuff hull = &model->hulls[hullNumber]; // calculate an offset value to center the origin // NOTE: never get offset of drawing hull if( !hullNumber ) VectorCopy( hull->clip_mins, offset ); else VectorSubtract( hull->clip_mins, mins, offset ); #else if( size[0] <= 8.0f ) { hull = &model->hulls[0]; VectorCopy( hull->clip_mins, offset ); } else { if( size[0] <= 36.0f ) { if( size[2] <= 36.0f ) hull = &model->hulls[3]; else hull = &model->hulls[1]; } else hull = &model->hulls[2]; VectorSubtract( hull->clip_mins, mins, offset ); } #endif } else { // TraceHull stuff hull = &model->hulls[hullNumber]; // calculate an offset value to center the origin VectorSubtract( hull->clip_mins, mins, offset ); } VectorAdd( offset, ent->v.origin, offset ); } else { // hullNumber is force to use hull from brushmodel (even if solid == SOLID_NOT) if( hullNumber != -1 && Mod_GetType( ent->v.modelindex ) == mod_brush ) { model = Mod_Handle( ent->v.modelindex ); if( !model ) Host_Error( "SV_HullForEntity: using custom hull on bad bsp model\n" ); // TraceHull stuff hull = &model->hulls[hullNumber]; // calculate an offset value to center the origin VectorSubtract( hull->clip_mins, mins, offset ); VectorAdd( offset, ent->v.origin, offset ); } else { // create a temp hull from bounding box sizes VectorSubtract( ent->v.mins, maxs, hullmins ); VectorSubtract( ent->v.maxs, mins, hullmaxs ); hull = SV_HullForBox( hullmins, hullmaxs ); VectorCopy( ent->v.origin, offset ); } } return hull; } /* ================== SV_HullForBsp forcing to select BSP hull ================== */ hull_t *SV_HullForBsp( edict_t *ent, const vec3_t mins, const vec3_t maxs, float *offset ) { hull_t *hull; model_t *model; vec3_t size; float curdiff = 0, lastdiff = 999; int i = 0, hullNumber = 0; // decide which clipping hull to use, based on the size model = Mod_Handle( ent->v.modelindex ); if( !model || model->type != mod_brush ) Host_Error( "Entity %i SOLID_BSP with a non bsp model %i\n", NUM_FOR_EDICT( ent ), model->type ); VectorSubtract( maxs, mins, size ); #ifdef HULL_AUTOSELECT // more precision but doesn't matched with HL gameplay // select the hull automatically for( i = 0; i < 4; i++ ) { curdiff = floor( VectorAvg( size )) - floor( VectorAvg( world.hull_sizes[i] )); curdiff = fabs( curdiff ); if( curdiff < lastdiff ) { hullNumber = i; lastdiff = curdiff; } } // TraceHull stuff hull = &model->hulls[hullNumber]; // calculate an offset value to center the origin // NOTE: never get offset of drawing hull if( !hullNumber ) VectorCopy( hull->clip_mins, offset ); else VectorSubtract( hull->clip_mins, mins, offset ); #else if( size[0] <= 8.0f ) { hull = &model->hulls[0]; VectorCopy( hull->clip_mins, offset ); } else { if( size[0] <= 36.0f ) { if( size[2] <= 36.0f ) hull = &model->hulls[3]; else hull = &model->hulls[1]; } else hull = &model->hulls[2]; VectorSubtract( hull->clip_mins, mins, offset ); } #endif VectorAdd( offset, ent->v.origin, offset ); return hull; } /* =============================================================================== ENTITY AREA CHECKING =============================================================================== */ areanode_t sv_areanodes[AREA_NODES]; int sv_numareanodes; /* =============== SV_CreateAreaNode builds a uniformly subdivided tree for the given world size =============== */ areanode_t *SV_CreateAreaNode( int depth, vec3_t mins, vec3_t maxs ) { areanode_t *anode; vec3_t size; vec3_t mins1, maxs1; vec3_t mins2, maxs2; anode = &sv_areanodes[sv_numareanodes++]; ClearLink( &anode->trigger_edicts ); ClearLink( &anode->solid_edicts ); ClearLink( &anode->water_edicts ); if( depth == AREA_DEPTH ) { anode->axis = -1; anode->children[0] = anode->children[1] = NULL; return anode; } VectorSubtract( maxs, mins, size ); if( size[0] > size[1] ) anode->axis = 0; else anode->axis = 1; anode->dist = 0.5f * ( maxs[anode->axis] + mins[anode->axis] ); VectorCopy( mins, mins1 ); VectorCopy( mins, mins2 ); VectorCopy( maxs, maxs1 ); VectorCopy( maxs, maxs2 ); maxs1[anode->axis] = mins2[anode->axis] = anode->dist; anode->children[0] = SV_CreateAreaNode( depth+1, mins2, maxs2 ); anode->children[1] = SV_CreateAreaNode( depth+1, mins1, maxs1 ); return anode; } /* =============== SV_ClearWorld =============== */ void SV_ClearWorld( void ) { int i; SV_InitBoxHull(); // for box testing SV_InitStudioHull(); // for hitbox testing // clear lightstyles for( i = 0; i < MAX_LIGHTSTYLES; i++ ) sv.lightstyles[i].value = 256.0f; sv_lastofs = -1; Q_memset( sv_areanodes, 0, sizeof( sv_areanodes )); sv_numareanodes = 0; SV_CreateAreaNode( 0, sv.worldmodel->mins, sv.worldmodel->maxs ); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict( edict_t *ent ) { // not linked in anywhere if( !ent->area.prev ) return; RemoveLink( &ent->area ); ent->area.prev = NULL; ent->area.next = NULL; } /* ==================== SV_TouchLinks ==================== */ void SV_TouchLinks( edict_t *ent, areanode_t *node ) { link_t *l, *next; edict_t *touch; hull_t *hull; vec3_t test; // touch linked edicts for( l = node->trigger_edicts.next; l != &node->trigger_edicts; l = next ) { next = l->next; touch = EDICT_FROM_AREA( l ); #if 0 if( touch->v.solid >= SOLID_BBOX ) { // did you forget call SV_LinkEdict ? SV_LinkEdict( touch, false ); continue; } #endif if( touch->v.groupinfo && ent->v.groupinfo ) { if(( !svs.groupop && !(touch->v.groupinfo & ent->v.groupinfo)) || (svs.groupop == 1 && (touch->v.groupinfo & ent->v.groupinfo))) continue; } if( touch == ent || touch->v.solid != SOLID_TRIGGER ) // disabled ? continue; if( !BoundsIntersect( ent->v.absmin, ent->v.absmax, touch->v.absmin, touch->v.absmax )) continue; // check brush triggers accuracy if( Mod_GetType( touch->v.modelindex ) == mod_brush ) { // force to select bsp-hull hull = SV_HullForBsp( touch, ent->v.mins, ent->v.maxs, test ); // offset the test point appropriately for this hull. VectorSubtract( ent->v.origin, test, test ); // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; } svgame.globals->time = sv.time; svgame.dllFuncs.pfnTouch( touch, ent ); } // recurse down both sides if( node->axis == -1 ) return; if( ent->v.absmax[node->axis] > node->dist ) SV_TouchLinks( ent, node->children[0] ); if( ent->v.absmin[node->axis] < node->dist ) SV_TouchLinks( ent, node->children[1] ); } /* =============== SV_FindTouchedLeafs =============== */ void SV_FindTouchedLeafs( edict_t *ent, mnode_t *node ) { mplane_t *splitplane; int sides, leafnum; mleaf_t *leaf; if( node->contents == CONTENTS_SOLID ) return; // add an efrag if the node is a leaf if( node->contents < 0 ) { // get headnode if( ent->headnode == -1 ) ent->headnode = node - sv.worldmodel->nodes; if( ent->num_leafs >= MAX_ENT_LEAFS ) { // continue counting leafs, // so we know how many it's overrun ent->num_leafs++; return; } leaf = (mleaf_t *)node; leafnum = leaf - sv.worldmodel->leafs - 1; ent->leafnums[ent->num_leafs] = leafnum; ent->num_leafs++; return; } // NODE_MIXED splitplane = node->plane; sides = BOX_ON_PLANE_SIDE( ent->v.absmin, ent->v.absmax, splitplane ); if( sides == 3 ) { // get headnode if( ent->headnode == -1 ) ent->headnode = node - sv.worldmodel->nodes; } // recurse down the contacted sides if( sides & 1 ) SV_FindTouchedLeafs( ent, node->children[0] ); if( sides & 2 ) SV_FindTouchedLeafs( ent, node->children[1] ); } /* ============= SV_HeadnodeVisible ============= */ qboolean SV_HeadnodeVisible( mnode_t *node, byte *visbits ) { mleaf_t *leaf; int leafnum; if( node->contents < 0 ) { if( node->contents != CONTENTS_SOLID ) { leaf = (mleaf_t *)node; leafnum = leaf - sv.worldmodel->leafs - 1; if( visbits[leafnum >> 3] & (1<<( leafnum & 7 ))) return true; } return false; } if( SV_HeadnodeVisible( node->children[0], visbits )) return true; return SV_HeadnodeVisible( node->children[1], visbits ); } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict( edict_t *ent, qboolean touch_triggers ) { areanode_t *node; if( ent->area.prev ) SV_UnlinkEdict( ent ); // unlink from old position if( ent == svgame.edicts ) return; // don't add the world if( !SV_IsValidEdict( ent )) return; // never add freed ents // set the abs box svgame.dllFuncs.pfnSetAbsBox( ent ); if( ent->v.movetype == MOVETYPE_FOLLOW && SV_IsValidEdict( ent->v.aiment )) { ent->headnode = ent->v.aiment->headnode; ent->num_leafs = ent->v.aiment->num_leafs; Q_memcpy( ent->leafnums, ent->v.aiment->leafnums, sizeof( ent->leafnums )); } else { // link to PVS leafs ent->num_leafs = 0; if( ent->v.modelindex ) { ent->headnode = -1; SV_FindTouchedLeafs( ent, sv.worldmodel->nodes ); if( ent->num_leafs > MAX_ENT_LEAFS ) ent->num_leafs = 0; // so we use headnode instead else ent->headnode = -1; // use normal leafs check } } // ignore not solid bodies (but pass allowed for push) if( ent->v.solid == SOLID_NOT && ent->v.skin == CONTENTS_NONE ) return; // find the first node that the ent's box crosses node = sv_areanodes; while( 1 ) { if( node->axis == -1 ) break; if( ent->v.absmin[node->axis] > node->dist ) node = node->children[0]; else if( ent->v.absmax[node->axis] < node->dist ) node = node->children[1]; else break; // crosses the node } // link it in if( ent->v.solid == SOLID_TRIGGER ) InsertLinkBefore( &ent->area, &node->trigger_edicts ); else if( ent->v.solid == SOLID_NOT && ent->v.skin != CONTENTS_NONE ) InsertLinkBefore( &ent->area, &node->water_edicts ); else InsertLinkBefore( &ent->area, &node->solid_edicts ); if( touch_triggers ) SV_TouchLinks( ent, sv_areanodes ); } /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ void SV_WaterLinks( const vec3_t origin, int *pCont, areanode_t *node ) { link_t *l, *next; edict_t *touch; hull_t *hull; vec3_t test; // get water edicts for( l = node->water_edicts.next; l != &node->water_edicts; l = next ) { next = l->next; touch = EDICT_FROM_AREA( l ); if( touch->v.solid != SOLID_NOT ) // disabled ? continue; if( touch->v.groupinfo ) { if(( !svs.groupop && !(touch->v.groupinfo & svs.groupmask)) || (svs.groupop == 1 && (touch->v.groupinfo & svs.groupmask))) continue; } // only brushes can have special contents if( Mod_GetType( touch->v.modelindex ) != mod_brush ) continue; if( !BoundsIntersect( origin, origin, touch->v.absmin, touch->v.absmax )) continue; // check water brushes accuracy hull = SV_HullForBsp( touch, vec3_origin, vec3_origin, test ); // offset the test point appropriately for this hull. VectorSubtract( origin, test, test ); // test hull for intersection with this model if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY ) continue; // compare contents ranking if( RankForContents( touch->v.skin ) > RankForContents( *pCont )) *pCont = touch->v.skin; // new content has more priority } // recurse down both sides if( node->axis == -1 ) return; if( origin[node->axis] > node->dist ) SV_WaterLinks( origin, pCont, node->children[0] ); if( origin[node->axis] < node->dist ) SV_WaterLinks( origin, pCont, node->children[1] ); } /* ============= SV_TruePointContents ============= */ int SV_TruePointContents( const vec3_t p ) { int cont; // sanity check if( !p ) return CONTENTS_NONE; // get base contents from world cont = PM_HullPointContents( &sv.worldmodel->hulls[0], 0, p ); // check all water entities SV_WaterLinks( p, &cont, sv_areanodes ); return cont; } /* ============= SV_PointContents ============= */ int SV_PointContents( const vec3_t p ) { int cont = SV_TruePointContents( p ); if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN ) cont = CONTENTS_WATER; return cont; } //=========================================================================== /* ============ SV_TestEntityPosition returns true if the entity is in solid currently ============ */ qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker ) { trace_t trace; #if 1 if( ent->v.flags & (FL_CLIENT|FL_FAKECLIENT)) { // to avoid falling through tracktrain update client mins\maxs here if( ent->v.flags & FL_DUCKING ) SV_SetMinMaxSize( ent, svgame.pmove->player_mins[1], svgame.pmove->player_maxs[1] ); else SV_SetMinMaxSize( ent, svgame.pmove->player_mins[0], svgame.pmove->player_maxs[0] ); } #endif trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL|FMOVE_SIMPLEBOX, ent ); if( SV_IsValidEdict( blocker ) && SV_IsValidEdict( trace.ent )) { if( trace.ent->v.movetype == MOVETYPE_PUSH || trace.ent == blocker ) return trace.startsolid; return false; } return trace.startsolid; } /* ============ SV_TestPlayerPosition same as SV_TestEntityPosition but check only players ============ */ qboolean SV_TestPlayerPosition( edict_t *ent ) { if( ent->v.flags & (FL_CLIENT|FL_FAKECLIENT)) return SV_TestEntityPosition( ent, NULL ); return false; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ /* ================== SV_RecursiveHullCheck ================== */ qboolean SV_RecursiveHullCheck( hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace ) { dclipnode_t *node; mplane_t *plane; float t1, t2; float frac, midf; int side; vec3_t mid; // check for empty if( num < 0 ) { if( num != CONTENTS_SOLID ) { trace->allsolid = false; if( num == CONTENTS_EMPTY ) trace->inopen = true; else trace->inwater = true; } else trace->startsolid = true; return true; // empty } if( num < hull->firstclipnode || num > hull->lastclipnode ) Sys_Error( "SV_RecursiveHullCheck: bad node number\n" ); // find the point distances node = hull->clipnodes + num; plane = hull->planes + node->planenum; if( plane->type < 3 ) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DotProduct( plane->normal, p1 ) - plane->dist; t2 = DotProduct( plane->normal, p2 ) - plane->dist; } if( t1 >= 0 && t2 >= 0 ) return SV_RecursiveHullCheck( hull, node->children[0], p1f, p2f, p1, p2, trace ); if( t1 < 0 && t2 < 0 ) return SV_RecursiveHullCheck( hull, node->children[1], p1f, p2f, p1, p2, trace ); // put the crosspoint DIST_EPSILON pixels on the near side if( t1 < 0 ) frac = ( t1 + DIST_EPSILON ) / ( t1 - t2 ); else frac = ( t1 - DIST_EPSILON ) / ( t1 - t2 ); if( frac < 0.0f ) frac = 0.0f; if( frac > 1.0f ) frac = 1.0f; midf = p1f + ( p2f - p1f ) * frac; VectorLerp( p1, frac, p2, mid ); side = (t1 < 0); // move up to the node if( !SV_RecursiveHullCheck( hull, node->children[side], p1f, midf, p1, mid, trace )) return false; if( PM_HullPointContents( hull, node->children[side^1], mid ) != CONTENTS_SOLID ) { // go past the node return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace); } if( trace->allsolid ) return false; // never got out of the solid area //================== // the other side of the node is solid, this is the impact point //================== if( !side ) { VectorCopy( plane->normal, trace->plane.normal ); trace->plane.dist = plane->dist; } else { VectorNegate( plane->normal, trace->plane.normal ); trace->plane.dist = -plane->dist; } while( PM_HullPointContents( hull, hull->firstclipnode, mid ) == CONTENTS_SOLID ) { // shouldn't really happen, but does occasionally frac -= 0.1f; if( frac < 0.0f ) { trace->fraction = midf; VectorCopy( mid, trace->endpos ); MsgDev( D_WARN, "trace backed up past 0.0\n" ); return false; } midf = p1f + (p2f - p1f) * frac; VectorLerp( p1, frac, p2, mid ); } trace->fraction = midf; VectorCopy( mid, trace->endpos ); return false; } /* ================== SV_TraceHull Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points ================== */ trace_t SV_TraceHull( edict_t *ent, int hullNum, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end ) { trace_t trace; matrix4x4 matrix; vec3_t offset, temp; vec3_t start_l, end_l; hull_t *hull; // fill in a default trace Q_memset( &trace, 0, sizeof( trace_t )); VectorCopy( end, trace.endpos ); trace.fraction = 1.0f; trace.allsolid = true; trace.hitgroup = -1; // get the clipping hull hull = SV_HullForEntity( ent, hullNum, mins, maxs, offset ); VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); // rotate start and end into the models frame of reference if( ent->v.solid == SOLID_BSP && !VectorIsNull( ent->v.angles )) { matrix4x4 imatrix; Matrix4x4_CreateFromEntity( matrix, ent->v.angles, offset, 1.0f ); Matrix4x4_Invert_Simple( imatrix, matrix ); Matrix4x4_VectorTransform( imatrix, start, start_l ); Matrix4x4_VectorTransform( imatrix, end, end_l ); } // trace a line through the apropriate clipping hull SV_RecursiveHullCheck( hull, hull->firstclipnode, 0.0f, 1.0f, start_l, end_l, &trace ); // rotate endpos back to world frame of reference if( ent->v.solid == SOLID_BSP && !VectorIsNull( ent->v.angles )) { if( trace.fraction != 1.0f ) { // compute endpos VectorLerp( start, trace.fraction, end, trace.endpos ); VectorCopy( trace.plane.normal, temp ); Matrix4x4_TransformPositivePlane( matrix, temp, trace.plane.dist, trace.plane.normal, &trace.plane.dist ); } } else { // special case for non-rotated bmodels // fix trace up by the offset if( trace.fraction != 1.0f ) VectorAdd( trace.endpos, offset, trace.endpos ); trace.plane.dist = DotProduct( trace.endpos, trace.plane.normal ); } // did we clip the move? if( trace.fraction < 1.0f || trace.startsolid ) trace.ent = ent; return trace; } /* ================== SV_RecursiveSurfCheck ================== */ msurface_t *SV_RecursiveSurfCheck( model_t *model, mnode_t *node, vec3_t p1, vec3_t p2 ) { float t1, t2, frac; int side, ds, dt; mplane_t *plane; msurface_t *surf; vec3_t mid; int i; if( node->contents < 0 ) return NULL; plane = node->plane; if( plane->type < 3 ) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DotProduct( plane->normal, p1 ) - plane->dist; t2 = DotProduct( plane->normal, p2 ) - plane->dist; } if( t1 >= 0 && t2 >= 0 ) return SV_RecursiveSurfCheck( model, node->children[0], p1, p2 ); if( t1 < 0 && t2 < 0 ) return SV_RecursiveSurfCheck( model, node->children[1], p1, p2 ); frac = t1 / ( t1 - t2 ); if( frac < 0.0f ) frac = 0.0f; if( frac > 1.0f ) frac = 1.0f; VectorLerp( p1, frac, p2, mid ); side = (t1 < 0); // now this is weird. surf = SV_RecursiveSurfCheck( model, node->children[side], p1, mid ); if( surf != NULL || ( t1 >= 0 && t2 >= 0 ) || ( t1 < 0 && t2 < 0 )) { return surf; } surf = model->surfaces + node->firstsurface; for( i = 0; i < node->numsurfaces; i++, surf++ ) { ds = (int)((float)DotProduct( mid, surf->texinfo->vecs[0] ) + surf->texinfo->vecs[0][3] ); dt = (int)((float)DotProduct( mid, surf->texinfo->vecs[1] ) + surf->texinfo->vecs[1][3] ); if( ds >= surf->texturemins[0] && dt >= surf->texturemins[1] ) { int s = ds - surf->texturemins[0]; int t = dt - surf->texturemins[1]; if( s <= surf->extents[0] && t <= surf->extents[1] ) return surf; } } return SV_RecursiveSurfCheck( model, node->children[side^1], mid, p2 ); } /* ================== SV_TraceTexture find the face where the traceline hit assume pTextureEntity is valid ================== */ const char *SV_TraceTexture( edict_t *ent, const vec3_t start, const vec3_t end ) { msurface_t *surf; matrix4x4 matrix; model_t *bmodel; hull_t *hull; vec3_t start_l, end_l; vec3_t offset; bmodel = Mod_Handle( ent->v.modelindex ); if( !bmodel || bmodel->type != mod_brush ) return NULL; hull = SV_HullForBsp( ent, vec3_origin, vec3_origin, offset ); VectorSubtract( start, offset, start_l ); VectorSubtract( end, offset, end_l ); // rotate start and end into the models frame of reference if( !VectorIsNull( ent->v.angles )) { matrix4x4 imatrix; Matrix4x4_CreateFromEntity( matrix, ent->v.angles, offset, 1.0f ); Matrix4x4_Invert_Simple( imatrix, matrix ); Matrix4x4_VectorTransform( imatrix, start, start_l ); Matrix4x4_VectorTransform( imatrix, end, end_l ); } surf = SV_RecursiveSurfCheck( bmodel, &bmodel->nodes[hull->firstclipnode], start_l, end_l ); if( !surf || !surf->texinfo || !surf->texinfo->texture ) return NULL; return surf->texinfo->texture->name; } /* ==================== SV_ClipToLinks Mins and maxs enclose the entire area swept by the move ==================== */ static void SV_ClipToLinks( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; model_t *model; trace_t trace; qboolean bSimpleBox; float *mins, *maxs; int modType; // touch linked edicts for( l = node->solid_edicts.next; l != &node->solid_edicts; l = next ) { next = l->next; touch = EDICT_FROM_AREA( l ); if( touch->v.groupinfo != 0 && clip->passedict != NULL && clip->passedict->v.groupinfo != 0 ) { if(( svs.groupop == 0 && ( touch->v.groupinfo & clip->passedict->v.groupinfo ) == 0) || ( svs.groupop == 1 && (touch->v.groupinfo & clip->passedict->v.groupinfo ) != 0 )) continue; } if( touch == clip->passedict || touch->v.solid == SOLID_NOT ) continue; if( touch->v.solid == SOLID_TRIGGER ) Host_Error( "trigger in clipping list\n" ); // custom user filter if( svgame.dllFuncs2.pfnShouldCollide ) { if( !svgame.dllFuncs2.pfnShouldCollide( touch, clip->passedict )) return; } modType = Mod_GetType( touch->v.modelindex ); // monsterclip filter if( modType == mod_brush && ( touch->v.flags & FL_MONSTERCLIP )) { if( clip->passedict && clip->passedict->v.flags & FL_MONSTERCLIP ); else continue; } // completely ignore all edicts but brushes #if 0 // this causes problems in HLFX 0.6 with link nodes through physics brushes. Dsiabled. if( clip->type == MOVE_NOMONSTERS && modType != mod_brush ) continue; #else if( clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP ) continue; #endif if( clip->type == MOVE_WORLDONLY ) { // accept only real bsp models with FL_WORLDBRUSH set if( modType == mod_brush && touch->v.flags & FL_WORLDBRUSH ); else continue; } if( !BoundsIntersect( clip->boxmins, clip->boxmaxs, touch->v.absmin, touch->v.absmax )) continue; if( clip->passedict && clip->passedict->v.solid == SOLID_TRIGGER ) { // never collide items and player (because call "give" always stuck item in player // and total trace returns fail (old half-life bug) // items touch should be done in SV_TouchLinks not here if( touch->v.flags & ( FL_CLIENT|FL_FAKECLIENT )) continue; } if( clip->passedict && !VectorIsNull( clip->passedict->v.size ) && VectorIsNull( touch->v.size )) continue; // points never interact if( clip->flags & FMOVE_IGNORE_GLASS && modType == mod_brush ) { // we ignore brushes with rendermode != kRenderNormal and without FL_WORLDBRUSH set if( touch->v.rendermode != kRenderNormal && !(touch->v.flags & FL_WORLDBRUSH)) continue; } // might intersect, so do an exact clip if( clip->trace.allsolid ) return; if( clip->passedict ) { if( touch->v.owner == clip->passedict ) continue; // don't clip against own missiles if( clip->passedict->v.owner == touch ) continue; // don't clip against owner } model = Mod_Handle( touch->v.modelindex ); bSimpleBox = (clip->flags & FMOVE_SIMPLEBOX) ? true : false; bSimpleBox = World_UseSimpleBox( bSimpleBox, touch->v.solid, clip->isPoint, model ); if( touch->v.flags & FL_MONSTER ) { mins = clip->mins2; maxs = clip->maxs2; } else { mins = clip->mins; maxs = clip->maxs; } // can't trace dead bodies as hull, only traceline (for damage) if( touch->v.deadflag == DEAD_DEAD && !VectorCompare( mins, maxs )) continue; if( bSimpleBox ) trace = SV_TraceHull( touch, clip->hull, clip->start, mins, maxs, clip->end ); else trace = SV_TraceHitbox( touch, clip->start, mins, maxs, clip->end ); clip->trace = World_CombineTraces( &clip->trace, &trace, touch ); } // recurse down both sides if( node->axis == -1 ) return; if( clip->boxmaxs[node->axis] > node->dist ) SV_ClipToLinks( node->children[0], clip ); if( clip->boxmins[node->axis] < node->dist ) SV_ClipToLinks( node->children[1], clip ); } /* ================== SV_Move ================== */ trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ) { moveclip_t clip; int i; Q_memset( &clip, 0, sizeof( moveclip_t )); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = (type & 0xFF); clip.flags = (type & 0xFF00); clip.passedict = (e) ? e : EDICT_NUM( 0 ); clip.hull = -1; // clip to world clip.trace = SV_TraceHull( EDICT_NUM( 0 ), clip.hull, start, mins, maxs, end ); if( type == MOVE_MISSILE ) { for( i = 0; i < 3; i++ ) { clip.mins2[i] = -15; clip.maxs2[i] = 15; } } else { VectorCopy( mins, clip.mins2 ); VectorCopy( maxs, clip.maxs2 ); } clip.isPoint = VectorCompare( clip.mins2, clip.maxs2 ); // create the bounding box of the entire move World_MoveBounds( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities SV_ClipToLinks( sv_areanodes, &clip ); SV_CopyTraceToGlobal( &clip.trace ); return clip.trace; } /* ================== SV_Move ================== */ trace_t SV_MoveHull( const vec3_t start, int hullNumber, const vec3_t end, int type, edict_t *e ) { moveclip_t clip; int i; Q_memset( &clip, 0, sizeof( moveclip_t )); clip.start = start; clip.end = end; clip.type = (type & 0xFF); clip.flags = (type & 0xFF00); clip.passedict = (e) ? e : EDICT_NUM( 0 ); clip.hull = bound( 0, hullNumber, 3 ); clip.mins = sv.worldmodel->hulls[clip.hull].clip_mins; clip.maxs = sv.worldmodel->hulls[clip.hull].clip_maxs; clip.flags |= FMOVE_SIMPLEBOX; // completely ignore hitboxes, trace hulls only // clip to world clip.trace = SV_TraceHull( EDICT_NUM( 0 ), clip.hull, start, clip.mins, clip.maxs, end ); if( type == MOVE_MISSILE ) { for( i = 0; i < 3; i++ ) { clip.mins2[i] = -15; clip.maxs2[i] = 15; } } else { VectorCopy( clip.mins, clip.mins2 ); VectorCopy( clip.maxs, clip.maxs2 ); } clip.isPoint = VectorCompare( clip.mins2, clip.maxs2 ); // create the bounding box of the entire move World_MoveBounds( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities SV_ClipToLinks( sv_areanodes, &clip ); SV_CopyTraceToGlobal( &clip.trace ); return clip.trace; } /* ================== SV_MoveToss ================== */ trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore ) { float gravity; vec3_t move, end; vec3_t original_origin; vec3_t original_velocity; vec3_t original_angles; vec3_t original_avelocity; trace_t trace; int i; VectorCopy( tossent->v.origin, original_origin ); VectorCopy( tossent->v.velocity, original_velocity ); VectorCopy( tossent->v.angles, original_angles ); VectorCopy( tossent->v.avelocity, original_avelocity ); gravity = tossent->v.gravity * svgame.movevars.gravity * 0.05f; for( i = 0; i < 200; i++ ) { SV_CheckVelocity( tossent ); tossent->v.velocity[2] -= gravity; VectorMA( tossent->v.angles, 0.05f, tossent->v.avelocity, tossent->v.angles ); VectorScale( tossent->v.velocity, 0.05f, move ); VectorAdd( tossent->v.origin, move, end ); trace = SV_Move( tossent->v.origin, tossent->v.mins, tossent->v.maxs, end, MOVE_NORMAL, tossent ); VectorCopy( trace.endpos, tossent->v.origin ); if( trace.fraction < 1.0f ) break; } VectorCopy( original_origin, tossent->v.origin ); VectorCopy( original_velocity, tossent->v.velocity ); VectorCopy( original_angles, tossent->v.angles ); VectorCopy( original_avelocity, tossent->v.avelocity ); return trace; } /* =============================================================================== LIGHTING INFO =============================================================================== */ static vec3_t sv_pointColor; /* ================= SV_RecursiveLightPoint ================= */ static qboolean SV_RecursiveLightPoint( model_t *model, mnode_t *node, const vec3_t start, const vec3_t end ) { int side; mplane_t *plane; msurface_t *surf; mtexinfo_t *tex; float front, back, scale, frac; int i, map, size, s, t; color24 *lm; vec3_t mid; // didn't hit anything if( node->contents < 0 ) return false; // calculate mid point plane = node->plane; if( plane->type < 3 ) { front = start[plane->type] - plane->dist; back = end[plane->type] - plane->dist; } else { front = DotProduct( start, plane->normal ) - plane->dist; back = DotProduct( end, plane->normal ) - plane->dist; } side = front < 0; if(( back < 0 ) == side ) return SV_RecursiveLightPoint( model, node->children[side], start, end ); frac = front / ( front - back ); VectorLerp( start, frac, end, mid ); // co down front side if( SV_RecursiveLightPoint( model, node->children[side], start, mid )) return true; // hit something if(( back < 0 ) == side ) return false;// didn't hit anything // check for impact on this node surf = model->surfaces + node->firstsurface; for( i = 0; i < node->numsurfaces; i++, surf++ ) { tex = surf->texinfo; if( surf->flags & SURF_DRAWTILED ) continue; // no lightmaps s = DotProduct( mid, tex->vecs[0] ) + tex->vecs[0][3] - surf->texturemins[0]; t = DotProduct( mid, tex->vecs[1] ) + tex->vecs[1][3] - surf->texturemins[1]; if(( s < 0 || s > surf->extents[0] ) || ( t < 0 || t > surf->extents[1] )) continue; s >>= 4; t >>= 4; if( !surf->samples ) return true; VectorClear( sv_pointColor ); lm = surf->samples + (t * ((surf->extents[0] >> 4) + 1) + s); size = ((surf->extents[0] >> 4) + 1) * ((surf->extents[1] >> 4) + 1); for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255; map++ ) { scale = sv.lightstyles[surf->styles[map]].value; sv_pointColor[0] += lm->r * scale; sv_pointColor[1] += lm->g * scale; sv_pointColor[2] += lm->b * scale; lm += size; // skip to next lightmap } return true; } // go down back side return SV_RecursiveLightPoint( model, node->children[!side], mid, end ); } void SV_RunLightStyles( void ) { int i, ofs; lightstyle_t *ls; // run lightstyles animation ofs = (sv.time * 10); if( ofs == sv_lastofs ) return; sv_lastofs = ofs; for( i = 0, ls = sv.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ ) { if( ls->length == 0 ) ls->value = 256.0f * sv_lighting_modulate->value; // disable this light else if( ls->length == 1 ) ls->value = ls->map[0] * 22.0f * sv_lighting_modulate->value; else ls->value = ls->map[ofs%ls->length] * 22.0f * sv_lighting_modulate->value; } } /* ================== SV_AddLightStyle needs to get correct working SV_LightPoint ================== */ void SV_SetLightStyle( int style, const char* s ) { int j, k; ASSERT( s ); ASSERT( style >= 0 && style < MAX_LIGHTSTYLES ); Q_strncpy( sv.lightstyles[style].pattern, s, sizeof( sv.lightstyles[0].pattern )); j = Q_strlen( s ); sv.lightstyles[style].length = j; for( k = 0; k < j; k++ ) sv.lightstyles[style].map[k] = (float)(s[k] - 'a'); if( sv.state != ss_active ) return; // tell the clients about changed lightstyle BF_WriteByte( &sv.reliable_datagram, svc_lightstyle ); BF_WriteByte( &sv.reliable_datagram, style ); BF_WriteString( &sv.reliable_datagram, sv.lightstyles[style].pattern ); } /* ================== SV_LightForEntity grab the ambient lighting color for current point ================== */ int SV_LightForEntity( edict_t *pEdict ) { vec3_t start, end; if( !pEdict ) return 0; if( pEdict->v.effects & EF_FULLBRIGHT || !sv.worldmodel->lightdata ) { return 255; } if( pEdict->v.flags & FL_CLIENT ) { // player has more precision light level // that come from client-side return pEdict->v.light_level; } VectorCopy( pEdict->v.origin, start ); VectorCopy( pEdict->v.origin, end ); if( pEdict->v.effects & EF_INVLIGHT ) end[2] = start[2] + 8192; else end[2] = start[2] - 8192; VectorSet( sv_pointColor, 1.0f, 1.0f, 1.0f ); SV_RecursiveLightPoint( sv.worldmodel, sv.worldmodel->nodes, start, end ); return VectorAvg( sv_pointColor ); }